A SegFormer-B0 model fine-tuned on Cityscapes for 7-class semantic segmentation of road scenes. This model uses a purpose-built taxonomy where every class maps directly to a game element — road texture, sky backdrop,...
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A SegFormer-B0 model fine-tuned on Cityscapes for 7-class semantic segmentation of road scenes. This model uses a purpose-built taxonomy where every class maps directly to a game element — road texture, sky backdrop, tree sprites, building silhouettes, etc.
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1 sourceVerified Sep 8
Model artifacts
1 artifactSource excerpts
2 excerpts| Architecture | SegFormer-B0 (Mix Transformer encoder + all-MLP decoder) |
| Parameters | 3.7 M |
| Input | RGB image, any resolution (resized to 512×512) |
| Output | 7-class pixel mask (upsampled to input resolution at inference) |
| Best val mIoU | ≥ 84.0 % |
| Format | SafeTensors (14.2 MB) |
| ID | Class | IoU | Game Function |
|---|---|---|---|
| 0 | road | 97.5 % | Driving surface — grey asphalt texture sampling |
| 1 | sidewalk | 80.3 % | Ground-level non-road surfaces (sidewalk, terrain) |
| 2 | building | 88.1 % | Background vertical structures — building silhouettes |
| 3 | vegetation | 89.1 % | Tall greenery — tree sprite extraction |
| 4 | sky | 92.2 % | Sky band — direct crop for game background |
| 5 | vehicle |
from transformers import SegformerImageProcessor, SegformerForSemanticSegmentation
from PIL import Image
import torch
import torch.nn.functional as F
processor = SegformerImageProcessor.from_pretrained("Marco333/segformer-b0-road-scene-7class")
model = SegformerForSemanticSegmentation.from_pretrained("Marco333/segformer-b0-road-scene-7class")
image = Image.open("road_photo.jpg")
inputs = processor(images=image, return_tensors="pt")
with torch.no_grad():
outputs = model(**inputs)
# Upsample logits to original image size
mask = F.interpolate(
outputs.logits,
size=image.size[::-1], # (H, W)
mode="bilinear",
align_corners=False,
).argmax(dim=1)[0]
# mask values: 0=road, 1=sidewalk, 2=building, 3=vegetation, 4=sky, 5=vehicle, 6=roadside_object
Chris1/cityscapes_segmentation — urban street scenes from 50 European cities.
| Split | Images |
|---|---|
| Train | 2,975 |
| Val | 500 |
The original Cityscapes masks use label IDs 0–33 stored as 3-channel RGB images. A custom preprocessing pipeline extracts channel 0 and applies a 256-element lookup table to remap all 34 Cityscapes classes into the 7-class game taxonomy in a single vectorized operation (unmapped classes → 255 = ignore).
| Parameter | Value |
|---|---|
| Base weights | nvidia/segformer-b0-finetuned-ade-512-512 (encoder only) |
| Optimizer | AdamW |
| Learning rate | 6 × 10−5 |
| LR schedule | Polynomial decay |
| Warmup | 10 % of total steps |
| Weight decay | 0.01 |
| Effective batch size | 8 (4 × device · 2 grad accum) |
| Training resolution | 512 × 512 |
| Precision | FP16 mixed precision |
| Epochs | 50 |
| Augmentation | ColorJitter (brightness=0.25, contrast=0.25, saturation=0.25, hue=0.1) — train only |
| Best-model selection | Highest mean IoU on validation set (load_best_model_at_end=True) |
| Epoch | mIoU | Road | Sidewalk | Building | Vegetation | Sky | Vehicle | Roadside Obj |
|---|---|---|---|---|---|---|---|---|
| 1 | 59.5 % | 93.2 % | 54.6 % | 74.3 % | 73.7 % | 56.9 % | 63.9 % | 0.0 % |
| 3 | 73.8 % | 95.4 % | 69.4 % | 82.7 % | 82.5 % | 84.3 % | 79.4 % | 23.1 % |
| 5 | 80.4 % | 96.7 % | 76.5 % | 86.2 % | 87.0 % | 88.9 % | 84.3 % |
The model converges quickly thanks to transfer learning — the pretrained encoder already understands road scene features; only the 7-class decoder head is learned from scratch.
Several non-obvious flags are required for correct training:
ignore_mismatched_sizes=True — the pretrained decoder head has a different number of output classes.remove_unused_columns=False — prevents the Trainer from dropping image data columns.label_names=["labels"] — tells the Trainer which key holds the segmentation targets.do_reduce_labels=False — Cityscapes labels don't need ADE20K-style background subtraction.compute_metrics — SegFormer outputs at 1⁄4 resolution; logits must be upsampled before comparison with ground-truth masks.This model is designed for a game asset extraction pipeline where a user uploads a road photograph and the runtime transforms it into game elements:
roadside_object class (52.7 % IoU) is the weakest — thin elements like poles and signs are inherently difficult at 512×512 resolution. The intended runtime uses fallback sprites for this class.Please cite this model if you use it:
@misc{corbetta_segformer_road_scene_7class_2026,
author = {Marco Corbetta},
title = {segformer-b0-road-scene-7class: SegFormer-B0 fine-tuned on Cityscapes for 7-class game-asset segmentation},
year = {2026},
publisher = {Hugging Face},
howpublished = {\url{https://huggingface.co/Marco333/segformer-b0-road-scene-7class}}
}
SegFormer:
@inproceedings{xie2021segformer,
title={SegFormer: Simple and Efficient Design for Semantic Segmentation with Transformers},
author={Xie, Enze and Wang, Wenhai and Yu, Zhiding and Anandkumar, Anima and Alvarez, Jose M and Luo, Ping},
booktitle={NeurIPS},
year={2021}
}
--- library_name: transformers license: mit tags: - image-segmentation - semantic-segmentation - segformer - road-scene - cityscapes - game-assets - vision pipeline_tag: image-segmentation datasets: - Chris1/cityscapes_segmentation metrics: - mean_iou model-index: - name: segformer-b0-road-scene-7class results: - task: type: image-segmentation name: Semantic Segmentation dataset: type: Chris1/cityscapes_segmentation name: Cityscapes split: validation metrics: - type: mean_iou value: 84.0 name: Mean IoU --- # SegFormer-B0 — Road Scene Segmentation (7 Game-Asset Classes) A **SegFormer-B0** model fine-tuned on [Cityscapes](https://huggingface.co/datasets/Chris1/cityscapes_segmentation) for **7-class semantic segmentation** of road scenes. This model uses a purpose-built taxonomy where every class maps directly to a game element — road texture, sky backdrop, tree sprites, building silhouettes, etc. | | | |---|---| | **Architecture** | SegFormer-B0 (Mix Transformer encoder + all-MLP decoder) | | **Parameters** | 3.7 M | | **Input** | RGB image, any resolution (resized to 512×512) | | **Output** | 7-class pixel mask (upsampled to input resolution at inference) | | **Best val mIoU** | **≥ 84.0 %** | | **Format** | SafeTensors (14.2 MB) | ## 7-Class Game Taxonomy | ID | Class | IoU | Game Function | |:--:|-------|:---:|---------------| | 0 | `road` | 97.5 % | Driving surface — grey asphalt texture sampling | | 1 | `sidewalk` | 80.3 % | Ground-level non-road surfaces (sidewalk, terrain) | | 2 | `building` | 88.1 % | Background vertical structures — building silhouettes | | 3 | `vegetation` | 89.1 % | Tall greenery — tree sprite extraction | | 4 | `sky` | 92.2 % | Sky band — direct crop for game background | | 5 | `vehicle` | 87.8 % | Road obstacles | | 6 | `roadside_object` | 52.7 % | Thin vertical roadside elements (poles, signs, people) | ### Key design decisions - **Road ↔ sidewalk kept separate** so road color sampling produces pure grey asphalt without contamination from sidewalk / terrain tones. - **Terrain grouped with sidewalk**, not vegetation — ground-level grass strips serve the same game function as sidewalk. - **All building-like structures merged** (building, wall, fence) — the game treats them identically as background geometry. - **All vehicle types merged** — the game treats every vehicle as a road obstacle. - **Roadsi...
Source context: 130 downloads · 1 likes · Pipeline image-segmentation · Library transformers · Repo Marco333/segformer-b0-road-scene-7class
| 87.8 % |
| Road obstacles |
| 6 | roadside_object | 52.7 % | Thin vertical roadside elements (poles, signs, people) |
| Hardware | NVIDIA T4 (16 GB VRAM) |
| 43.2 % |
| 9 | 82.9 % | 97.4 % | 79.2 % | 87.5 % | 88.3 % | 91.0 % | 86.7 % | 50.4 % |
| 16 | 84.0 % | 97.5 % | 80.3 % | 88.1 % | 89.1 % | 92.2 % | 87.8 % | 52.7 % |